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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

Review: Mekabolt

I guess I could copy and paste the Gravity Duck review for this, since its from the same developer and publisher with just a slight tweak to the mechanics, but that would be rude.

Mekobolt offers a slight twist on the typical platforming challenge, where in some mad theme park (set across several types of terrain suspiciously similar to Gravity Duck), you need to get the batteries across a series of super-short 10-20 second levels.

The robots can be shot with the Mekobolt gun to pause them, allowing you to use them to spring, climb or to get them to fire their weapons in another direction to open up new parts of each level. It makes no sense, where's the theme park, why are the robots operating if their batteries have been removed? Who did it? Why and How? None of which get answered as we score another Platinum trophy in 20 minutes.


Things do get a little more exciting in the Command Center levels near the end with teleports and other tricks, but it still all feels remarkably similar. Still, this is a cute enough game with slightly brighter graphics than Gravity Duck, a modest spurt of challenge. But, again, no secrets, no clever tricks or dive into a hint of plot exploration, which is a big shame - the developer has got the mechanics right, but could easily expand their next projects to offer us a little more depth or challenge.

Score: 5/10
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Price: £3.99 (PSN)
Developer/publisher: Somepx/Ratalaika
File size 49MB
Progress:  Platinum
(review code provided)

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Currently playing on my Vita/PS3/PS4/PS5


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